Specials (Disadvantages)

Specials customize your character in a lot of different ways. They can include natural talents, special abilities, strengths, weaknesses, unique traits and features, and more. You don’t need any Specials – they’re all optional. But adding some to your character will make the game a lot more fun, interesting, challenging, and enjoyable for you and others.

Remember: Specials DO NOT use Character Points. They use their own “Special Points”. You get 1 Special Point per level. Some Specials cost points. Others provide points.

The following Specials have a definite disadvantage, and provide Special points.

Click here to see Specials that offer advantages, and cost Special points.

 

Important: When entering these on your character sheet, use a negative number if your Special provides points, so your total Special points are calculated correctly.

 

 

 

Audible Sound Effects

You make audible sound effects every time you do a special action, such as using a power or equipment, and tend to hum your own theme music when traveling or battling. Both the player and character make these sounds out loud — and other characters in the story can hear you.

Provides: +2 Special points

 

Bad Odor

You have really bad body odor and your breath smells like garbage. Take a permanent penalty bonus of -5 Social and -10 Sexual. You also suffer a -10 per level penalty to any skill check while hiding or sneaking around.

Provides: +1 Special point

 

Cursed

It seems the world (or the Story Master) is against you, making life as difficult and inconvenient as possible. The Story Master provides you no special favors, exceptions, or second chances. The Story Master is exceptionally strict on the game rules with you and will put as many obstacles in your path as possible.

Provides: +7 Special points

 

Doomed

At the beginning of every combat, roll either a D20, D12, D6, or D4 to determine how many turns you have before taking automatic Health damage. If combat continues past those turns, you instantly receive -200 Health per level, each turn thereafter, until combat ends.

Provides: +10 Special points (if you roll a D20)
Provides: +16 Special points (if you roll a D12)
Provides: +33 Special points (if you roll a D6)
Provides: +50 Special points (if you roll a D4) 

 

Fragile Life

You die as soon as your Health is -10 or worse, regardless of your normal total Health.

Provides: +4 Special points

 

Monologue

Just when victory is assured, you stop to monologue for 3 turns. This gives your opponent time to escape or counter-attack.

Provides: +1 Special point

 

Never Lucky

Re-roll every non-damaging/non-healing dice roll, pick the worst of the two.

Provides: +3 Special points

 

Rage

Whenever you receive any damage of any kind, you go into an uncontrollable rage. You randomly attack all targets (ally, enemy, and otherwise) within your perception and do not stop until someone is knocked unconscious.

Provides: +5 Special points

 

Say What?

Everything you say must either be in rhyme, enigmatic, abstract and esoteric, and/or only in famous quotes and proverbs. It’s not always easy for others to understand what you’re saying, but you’re not speaking gibberish or nonsense either. You just don’t talk like everybody else.

Provides: +2 Special points

 

Special Weakness

Something (a specific kind of object, light, sound, environment, food, etc) significantly weakens you. While exposed to your Special Weakness: you lose 1 Health per second (5 Health per turn), cannot Critical Hit, and receive a penalty of -2 per level to any non-damaging/non-healing roll. Your Self-Healing stat is also temporarily disabled.

You may select this multiple times, but each Special Weakness must be approved by your Story Master and be distinctively different from one another.

Provides: +2 Special points (if only the Story Master knows your Special Weakness when you first select this)
Provides: +10 Special points (if all other players know your Special Weakness when you first select this)

 

Terrible Sense of Direction

You can’t read a map, get lost often and easily, and have no sense of direction. Whenever you need to make a decision about which way to go, roll a D4. If it lands on “4″, go the correct/best way. Any other number means you go in the wrong direction.

Provides: +1 Special point

 

Unreliable Powers / Malfunctioning Equipment

Every time you use a power or equipment, roll a D4. If it lands on “1″, it works normally. If it lands on “2″ or “3″, the power/equipment hits a random target or produces a random result. If it lands on “4″, it fails and doesn’t work at all.

Provides: +4 Special points (powers or equipment only)
Provides: +8 Special points (powers and equipment)